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Re: [Adonthell-devel] Design Considerations: Quests, skills and leveling

From: Kai Sterker
Subject: Re: [Adonthell-devel] Design Considerations: Quests, skills and leveling
Date: Fri, 3 Mar 2006 19:12:44 +0100

Am 28.02.2006 um 05:42 schrieb Andrew Phillips:

Those "Level 1" to 4 on the main plot graph should not be confused with the main character's level. It's more a measurement for the progression of the plot.

Otherwise, I thought that finishing quests and defeating opponents would give experience points. (with a somewhat dynamic system for combat experience, as you describe. More points, the higher the opponents level compared to the main characters level.)

Using one's skills might increase that special skill, but I don't think that this should result in extra experience points. Same goes for learning spells and such: being able to use a new spell or feat or rune is already a kind of reward, so there shouldn't be any extra experience. (Also, in a way it is the experience gained that allows to learn new stuff in the first place, so it kind of doesn't fit if learning stuff resulted in more experience).

I guess the rules are not very clear on this, so maybe we should update them somewhat.


While working on the Wiki and describing quests, I realized that I
don't know how we want to handle level progression and the experience
value of any given kind of encounter. Do we want each level to be an
achievement? I should think so.
Which actions are rewarded with experience gains and with what weights?

Learning spells or skills?
Using non-combat skills, such as picking locks and haggling?
Achieving quest milestones?
Completing quests?
Combat victories, noteably combat victories against opponents not of
the player's character level?


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